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Rename pieces_of_color() in pieces()
To be uniform with other overloads. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -619,7 +619,7 @@ namespace {
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Score score = SCORE_ZERO;
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// Enemy pieces not defended by a pawn and under our attack
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Bitboard weakEnemies = pos.pieces_of_color(Them)
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Bitboard weakEnemies = pos.pieces(Them)
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& ~ei.attackedBy[Them][PAWN]
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& ei.attackedBy[Us][0];
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if (!weakEnemies)
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@@ -651,7 +651,7 @@ namespace {
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Score score = mobility = SCORE_ZERO;
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// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
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const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
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const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
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score += evaluate_pieces<KNIGHT, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
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score += evaluate_pieces<BISHOP, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
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@@ -705,7 +705,7 @@ namespace {
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// Analyse enemy's safe queen contact checks. First find undefended
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// squares around the king attacked by enemy queen...
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b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them);
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b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
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if (b)
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{
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// ...then remove squares not supported by another enemy piece
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@@ -719,7 +719,7 @@ namespace {
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// Analyse enemy's safe rook contact checks. First find undefended
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// squares around the king attacked by enemy rooks...
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b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them);
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b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
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// Consider only squares where the enemy rook gives check
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b &= RookPseudoAttacks[ksq];
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@@ -736,7 +736,7 @@ namespace {
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}
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// Analyse enemy's safe distance checks for sliders and knights
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safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]);
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safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
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b1 = pos.attacks_from<ROOK>(ksq) & safe;
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b2 = pos.attacks_from<BISHOP>(ksq) & safe;
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@@ -832,7 +832,7 @@ namespace {
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&& (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
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unsafeSquares = squaresToQueen;
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else
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unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them));
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unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
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// If there aren't enemy attacks or pieces along the path to queen give
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// huge bonus. Even bigger if we protect the pawn's path.
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@@ -847,7 +847,7 @@ namespace {
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// At last, add a small bonus when there are no *friendly* pieces
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// in the pawn's path.
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if (!(squaresToQueen & pos.pieces_of_color(Us)))
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if (!(squaresToQueen & pos.pieces(Us)))
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ebonus += Value(rr);
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}
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} // rr != 0
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@@ -924,10 +924,10 @@ namespace {
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// Opponent king cannot block because path is defended and position
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// is not in check. So only friendly pieces can be blockers.
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assert(!pos.in_check());
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assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces_of_color(c)));
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assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c)));
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// Add moves needed to free the path from friendly pieces and retest condition
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movesToGo += count_1s<Max15>(queeningPath & pos.pieces_of_color(c));
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movesToGo += count_1s<Max15>(queeningPath & pos.pieces(c));
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if (movesToGo >= oppMovesToGo && !pathDefended)
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continue;
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